Researchers at Phantom Garison:
Black Iron weopens: +1 to all phantoms attack-cost:4
Dark steel weopens: +1 to all phantoms attack-cost:6
Black Iron armour: +1 to both armour-cost:4
Dark steel armour: +1 to both armour-cost:6
Phantom techs
Phantom techs
- Attachments
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- Dark steel weopens.png (362 Bytes) Viewed 2129 times
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- Dark steel armour.png (964 Bytes) Viewed 2129 times
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- black iron armour.png (820 Bytes) Viewed 2129 times
Last edited by Savra on Thu Aug 09, 2018 3:13 am, edited 3 times in total.
Re: Phantom techs
O ya, it wouldn't effect the phantom archers range so it stays at 5, to keep it from being like the Uruk archers and imperial crossbowmens range.
Re: Phantom techs
Maybe I should have something effecting the crossbowmens ranged...
I could remove the black iron tech and combine the dark steel techs into dark steel refining. But cost could be raised to 5-6 turns for it.
I could remove the black iron tech and combine the dark steel techs into dark steel refining. But cost could be raised to 5-6 turns for it.
- General Brave
- Posts: 4662
- Joined: Thu Oct 19, 2017 3:12 am
- Location: The Four Point Military Academy.
Re: Phantom techs
I don't know if anyone would be agreement for blacksmith tech for the Phantoms but it could help a bit.
Wise, Might, Loyalty. Forever stands Warfell.
Re: Phantom techs
Well, just one would be fine (it's like orc skin upgrade for uruks)
Essentially, all phantoms would get:
+1 to armour.
+1 to p.armour.
+1 to attack.
And for the ranged units, +1 to range.
Not to OP, but not useless either.
Just one upgrade, dark steel refining, would do. Cost could be 6 turns at the phantom garrison.
Essentially, all phantoms would get:
+1 to armour.
+1 to p.armour.
+1 to attack.
And for the ranged units, +1 to range.
Not to OP, but not useless either.
Just one upgrade, dark steel refining, would do. Cost could be 6 turns at the phantom garrison.